Why are you even bothering? Ignore him Ruuri, biased players with no inside on the FS job commenting about their tankability? .. just LOL. Let him cry and say all the BS he wants, attention seekers errwhere.... Anyone who ever bothered to play PvP matches with a FS knows how hard and challenging being a cleric can be, and how much it costs to make a "decent" build
Now back to the thing we are here for:
- It is true that matches with NO STAT BUFFERS (Cleric included) are indeed the most "balanced" nevertheless is all about luck, and who you end up with in your team: a team full of 15 katar raiders (not as crazy as it might seem) vs a mixed team (GB, scout, mage, champs) will take them out easily (as long as they use their brain and attack as a team) mainly bcoz atm katar have the most survival advantages -> high dodge (the most reliable defensive mechanism) and 2 cloaks and there is no argue on that, it's a fact.
- "The heal nerf suggestion would be coupled with a huge dmg nerf, as explicitly written in my suggestion." Oh! I know that thread, isnt it where he suggested a retarded huge nerf on skill damge but a small nerf on auto attack? was it like a 50-75% on skill dmg and like 25-35% on auto attacks? LOL Jeez what a wonderful idea! o; ... But once again that suggestion is DEFENETLY NOT BIASED BY AN AUTO ATTACK BASED JOB! lol
- "1000% dodge skill and 100%mspd up for survivability? The numbers are hilarious...and broken. " Cant really say what I think about that without getting ban on forums *__* so I'm just gonna go for "1000% dodge and 100% mspeed up? luuuuuuuuuul he might be drunk"
How about we actually make decent suggestions? Such as overall dmg reduction (SAME % TO EVERYONE) then once that dmg reduction is taken care of we can discuss about nerfing the heals equally not before since atm HEALS are fine as they are.
Clerics dont need more skills to learn we are already tide up with our limited build options as we are forced to have buffs, adding more benefits (such as I mentioned on a precious post, like mspeed on the heal touch passive) could fix multiple cleric problems-> if we dont we will have the rage quitters who wont move from spawn, try to TT for making a "fail build"... Or ofc taling about stats clerics are expected to have AT THE VERY LEAST 60+ buffs, and automatically people will assume based on ur charm buffs if you are a good cleric or not, since apparently clerics DO NEED TO have max charm on their builds (most retarded crap ever....)
About gear, clerics are the only ones that dont really have a specific honor set for them (there is no decent set for them atm) so I will support LunaXavier suggestion about lumi, making skill power also affect heal power. Then FS clerics WOULD have an honor set and be more equal (in terms of benefits from sets, as well as refining!)
Clerics are atm playable that is true (just as canon BA) that doesnt mean that a rework aint necessary...
The heals do not even need a nerf, they are doing perfect. But with the new damage formula and defense curve, everyone became more squishy and the damage output went super high. The cleric heals and cooldowns need adjustments to balance out the recently increased damage output. Everyone is just dying so fast. This is my reason why the nerf on heals are not necessary.
Who knows, I heard they will increase the lv cap soon and maybe this will make everyone stronger again..
Charas you have been away from the game for months and you missed a couple of patch notes... heals have been nerfed already before... tanking ability? Before yea we can tank like no tomorrow but we were nerfed yet again... I just laughed at fs being so tanky now..
Why do you think your clannies group 3 to 4 fs in AA?
A solo cleric is really horrible and stressful to play... esp. If you end up with a team who doesnt know what to do
If clerics are indeed tanky as you say.. why is the cleric population low?
I suggested an overall damage reduction, wich should ofc come along with a heal nerf, because you could never keep heals as they are right now and nerf drastically the overall damage output. Third time i said it within 4 posts.
About the "new" skill I suggested. It was THE trademark of clerics when this game started, providing them an very good tank burst during hard clashes or if they were getting too much focused, your ignorance doesn't surprise me tho, new players can't know those things.
The cleric would transform itself into a shiny lil fairy, being able to run around and being unkillable for a few seconds. Long CD, but very strong skill that had to be used at the right time to maximize its strategical potential.
And yes I believe cleric could do with less SP requiered to learn buffs, as it would give more room for them to learn passive and/or defensive skills.
My clannie group with a maximum amount of clerics, because cleric support is so strong and important, that at some point stacking so many heals and res your team become nearly unkillable, except the oposing team stack on mages to perma stun you and kill you before you can even move.
A solo cleric is horrible to play indeed... if your oponents are good they ll focus you right away because cleric plays such an important role that it s the best way to cripple the whole team asap... It s just the same story as Mages, if cleric were crap, they would just always die last because noone would even bother targetting you, but muses are kinda... victims of their strength.
As for carlosrose and lunaxavier... honestly, I m wondering where will you stop. Like... seriously, it s getting uberly ridiculous.
Edited by CharasX, 24 June 2015 - 01:10 AM.